Commit graph

710 commits

Author SHA1 Message Date
Christoph Oelckers
4f1999ab24 - Exhumed: Rex 2020-11-29 20:43:35 +01:00
Christoph Oelckers
4543982e54 - Exhumed: Rat 2020-11-29 20:39:27 +01:00
Christoph Oelckers
d92428d217 - Exhumed: The mummy has been handled, too - also renamed some fields to match the other enemies. 2020-11-29 20:34:55 +01:00
Christoph Oelckers
1fa087767e - Exhumed: ... and for the lava dude. 2020-11-29 20:30:17 +01:00
Christoph Oelckers
bd3efcb6c4 - Exhumed: same procedure for the Lion. 2020-11-29 20:26:54 +01:00
Christoph Oelckers
b669e5405d - Exhumed: did the same for the fish, changed some disassembly names and removed unused fields from enemy structs. 2020-11-29 20:16:58 +01:00
Christoph Oelckers
e81dbbdc93 - Exhumed: limit removal, cleanup and JSON serialization for the spider. 2020-11-29 19:32:58 +01:00
Christoph Oelckers
b26f6157e9 - Exhumed: Anubis cleanup, JSON serialization and limit removal. 2020-11-29 19:20:38 +01:00
Christoph Oelckers
cd1b79a703 - use stricter checks when trying to levelwarp.
If saving is blocked, so should changing the level.
Fixes #204.
2020-11-29 15:22:54 +01:00
Christoph Oelckers
a34f5debe8 - route the shared control CCMDs through the game interface instead of registering local variants for each game. 2020-11-29 13:35:09 +01:00
Christoph Oelckers
48b16d5233 - cleanup on player CVAR use. 2020-11-29 13:22:04 +01:00
Christoph Oelckers
81bdee90f7 - Exhumed: interpolate texture animations. 2020-11-26 18:32:37 +01:00
Christoph Oelckers
d22229c042 - removed the unused interpolation utilities in Exhumed.
None of this was used, but with the shared implementation it isn't needed anymore.
2020-11-26 18:32:37 +01:00
Christoph Oelckers
2cd3927613 - use floats for wall panning offsets. 2020-11-26 18:32:35 +01:00
Christoph Oelckers
d545eb7aa9 - make sector panning variables floats and added some convenience wrappers. 2020-11-26 18:32:35 +01:00
Mitchell Richters
1504e19cf8 - Exhumed: Add sprite interpolation to analyzesprites(). 2020-11-26 19:15:49 +11:00
Mitchell Richters
b9e1cbb5de - gamecontrol.h: Move getHalfLookAng() into PlayerAngle struct as look_anghalf().
* Uses internal struct variables at full BAM precision.
2020-11-26 16:37:37 +11:00
Christoph Oelckers
0b115ac9c7 - Exhumed: added a countdown display for the magic spells in the fullscreen HUD. 2020-11-24 21:04:27 +01:00
Christoph Oelckers
7470286d5b - Exhumed: Switch sounds must use CHANF_LISTENERZ because they use no z-coordinate for their position. 2020-11-24 00:14:32 +01:00
Christoph Oelckers
8cbd67974e - Exhumed: fixed typo in player taunt code. 2020-11-23 19:32:12 +01:00
Christoph Oelckers
2fda1b9d52 - Exhumed: fixed positioning of the player's scream sound.
This was played on the wrong actor - the calling code passed 0 instead of the player's actual sprite index.
2020-11-23 18:38:58 +01:00
Christoph Oelckers
169d708547 - removed all remaining uses of tilesiz. 2020-11-23 08:55:02 +01:00
Christoph Oelckers
d60bc8be9f - replaced all remaining uses of tilesiz[].y 2020-11-23 08:39:49 +01:00
Christoph Oelckers
bbf1352db1 - replaced approx 1/3 of all accesses to the tilesiz wrapper class. 2020-11-23 00:18:30 +01:00
Mitchell Richters
5ba2e7863d - binaryangle.h: Add asbuildf() method to all classes and use where appropriate. 2020-11-22 21:18:12 +01:00
Mitchell Richters
0190a98a10 - Remove calcSinTableValue() inline function and clean up use of PI/fPI and BANG2RAD #defines. 2020-11-22 21:18:10 +01:00
Mitchell Richters
6b66a958d0 - buildutils: Replace calcSinTableValue() use within Exhumed with bsinf()/bcosf(). 2020-11-22 21:18:10 +01:00
Mitchell Richters
bae4d77427 - buildutils: Replace sintable[] use within Exhumed with bsin()/bcos(). 2020-11-22 21:18:03 +01:00
Mitchell Richters
cf6188b034 - buildutils: Replace Sin() and Cos() from Exhumed with bsin()/bcos(). 2020-11-22 21:18:02 +01:00
Mitchell Richters
8aa7051f78 - buildutils.h: Replace FSin() from Exhumed with bsinf()/bcosf(). 2020-11-22 21:18:02 +01:00
Christoph Oelckers
3bd48fb8c5 - Exhumed: Fixed CalcPosVel not initializing the vel parameter.
This caused spurious errors in OpenAL if the passed values were NANs or INFs.
Fixes #183
2020-11-22 20:34:57 +01:00
Christoph Oelckers
143dd3d2cf - fixed weapon cycling in Exhumed.
The sword was checked for ammo (and failed) and wraparound was not handled.
Fixes #193
2020-11-22 18:59:59 +01:00
Christoph Oelckers
c6c9b26af2 - do not specifically look in the 'music' directory for CD tracks.
Prepending of 'music/' is done automatically for all music not found without a path so this only limits options.
2020-11-22 12:51:13 +01:00
Mitchell Richters
2c1b53ad1c - Exhumed: Get GOG music playing without any user intervention required. 2020-11-22 22:35:45 +11:00
Christoph Oelckers
d089aa8d2e - moved Blood's and Exhumed's d_menu.cpp back into the gameprojects
With the new autoseg code this separation is not needed anymore.
2020-11-13 11:25:43 +01:00
Christoph Oelckers
96fbfdcf86 - made hires replacements work for untranslated fonts. 2020-11-10 21:34:49 +01:00
Christoph Oelckers
f24786af71 - Exhumed: Use 0 as transparent color index for the energy tile. 2020-11-09 19:16:43 +01:00
Mitchell Richters
9e026d5042 - Exhumed: Partially address issues with LEV20 energy towers in #159. 2020-11-08 12:48:23 +11:00
Mitchell Richters
ade1a80515 - gameinput.cpp: Remove crouch bool from applylook() since we can now just rely in the actions bitfield that's already incoming as required and default scaleAdjust in the prototype to 1. 2020-11-07 18:25:06 +11:00
Mitchell Richters
6e3d414b3c - inputstate.cpp: Move checkCrouchToggle() from gameinput.ccp into ApplyGlobalInput() and use static bool for crouch toggling vs. game-side bool. 2020-11-07 18:16:16 +11:00
Mitchell Richters
4ef0d20e0e - gameinput.cpp: Consolidate checkCrouchToggle() from Duke with discrete implementations from Blood in 7c8efde38c and Exhumed in 032db82f82 to unify the functionality. 2020-11-07 13:44:25 +11:00
Mitchell Richters
032db82f82 - Exhumed: Add crouch toggle mechanism. 2020-11-07 13:27:58 +11:00
Mitchell Richters
2d903ed918 - Exhumed: Skip over weapons owned but without ammo when doing WeapSel_Next/WeapSel_Prev.
* Fixes #148.
2020-11-06 23:25:55 +11:00
Mitchell Richters
e3c6873410 - Exhumed: Move bullet puff animations up by 4096 units to give the illusion of more accurate aiming.
* Fixes #149.
2020-11-06 23:02:57 +11:00
Mitchell Richters
f2e50161a5 - Exhumed: Fix issues on start of Level 20 following changes in 0c95aee8f5.
* Fixes #152.
2020-11-06 22:02:14 +11:00
Christoph Oelckers
7a482c6284 - make DHUDFont an object. 2020-10-31 13:20:54 +01:00
Christoph Oelckers
7de6528a1f - the status bars work as objects.
# Conflicts:
#	source/common/menu/menudef.cpp
2020-10-31 13:20:54 +01:00
Christoph Oelckers
37024df405 - Status bar draw code is now identical with GZDoom's. 2020-10-31 13:20:00 +01:00
Christoph Oelckers
3a0c84d3ca - split statusbar.cpp in two.
To keep Raze-exclusive content out of the main file that's about to be edited.
2020-10-31 13:19:59 +01:00
Christoph Oelckers
668c34d4c1 - ensure for all games that deleting a sprite unlinks all sounds from it.
This was only present in Duke but is needed for all games.
2020-10-29 00:08:06 +01:00